Injustice: Gods Among Us; New Game by NetherRealm Studios

It helps with them all being under the same overarching banner.

If the characters all interact with the hazards differently, it surely won’t be perfectly balanced. Who picks the stage? How about which player starts on which side, since they aren’t symmetrical? It sounds like a mess for tournament play.

Yeah, Tekken and Soul Caliber are such nightmares for tournament play aren’t they?

This is true.

If anything, I’m hoping this means that a certain “short list” of characters may be assured, simply because some of these characters already have VAs. If so, hopefully Jonathan Adams reprising Atrocitus from his recent GL:TAS appearance is a very real possibility.

And VF, don’t forget VF

Oops, my bad. So used to the Cage from watching EVO, I forgot about the other levels.

This, this and this, some people are too afraid of change. This is prolly one of the most original 2d fighters in a long ass time and all some people want is for it to emulate current games. I mean this game has potential, it might not live up to said potential, but it definitely has it.

I didn’t watch it really, does play happen in a ‘standard’ stage now?

I don’t think so. It just happened the last two matches of Top 4 were inside a cage.

To hit on this, its my theory that it’s because in general people don’t want to be big on situational awareness beyond ‘corner, not corner’.

They want to be able to run their patterns and leave it at that, as compared to being aware of the ring. It’s simply never been much of a big thing in the 2d games.

From what i’ve seen these stage items aren’t game changers and are more of assisting items, and the items show seem to be easily dodge-able outside of maybe combos.

I cant see how it would be unbalanced seeing as characters don’t truly have unique interactions with objects.

and like xes said.

I’d rather here “___ is by the barrel machine! this could really help him out, uh-oh maybe not because ___ knocked down the giant robot hand from the ceiling, he’s got to really make this count” than “he knock him into the corner/he’s trying to get him into the corner/he’s in the corner”

situational attacks really add to the gameplay.

this game will be ***far ***more interesting to watch in a tournament setting SF or SC or whatever.

yeah it’s by ‘class’, not by character (afaik).

With some weirdness like the batarang/wingding ricochet

-Perfectly balance? of course not each character has their own respective strengths and weaknesses and its up to the player being smart whether or not they they win
-Who picks the stage? dice roll (Random) they did this with SC
-Thats the point ,the stages are not symmetrical (but from neutral spacing on start of round stage hazards don’t appear often until you space out from either a side), they can fully be exploited by both players depending on your positioning. Do you really expect the VS style of a health meter would force players to go neutral and not change sides at any given moment after the round starts?

  • Not a mess if the player focuses on hurting the other player more as a higher priority then going out of your way to use a feature unless the opportunity presents itself

My only true concern with the stages is that alot of things are happening on them. Don’t want a case of MvC3 where those things can cause the game to slow down.

On another note, how do you guys feel about the wager system? Now that seems like a gimmick to me, but admittedly I know very little of it.

I just dont want this game to be hindered by obstacles ya know, I think stability demands traditional conventions at times. I dont mind new sub-systems but this is something which effects the game on a very significant scale. Lets just keep it simple and not reinvent the box into a 4000 side cube ya know…sometimes simple is better.

I can’t believe I’m bothering to respond to such a dumb post, but those aren’t remotely the same thing. Every character in tekken gets more combo damage when they bring a character to a wall, every character in soul calibur dies when they get knocked off a cliff. The stages in those games aren’t massively asymmetrical either, it’s not like a specific player gets stuck next to a ledge or a wall at the start of a round.

In Injustice, all characters will supposedly use hazards in different ways, and judging by the gameplay we’ve seen; from different ranges. Let’s say the hazard on stage X might help character Y’s gameplan more than others, or you get a mirror match of zoning characters that can detonate a hazard from range, which only happens to be on one side of the stage (like that car).

Really, does anyone actually think netherealm can manage to balance this games characters in addition to stage specific asymmetrical hazards, that every character interacts with differently? I’m sure they can manage to make them fun, but balanced and fair for a competitive environment? I don’t see it, at least not without normalizing them to the point that they aren’t interesting anymore.

I really wish NR would not take the MK approach to this and show shitty gameplay demos and trailers and show some real action packed combo filled fights.

those fuckers know they have to play the hell out of that game, they can at least throw us a bone with one good match.

You clearly don’t know Soulcalibur then. Tiny square with no walls and See saw come to mind :stuck_out_tongue:

Hadn’t thought of that, hopefully the lack of 3 person teams will counteract it. Also, there’s no shield helicarrier to worry about (Hey, I just got a good idea, stage with a WHOLE BUNCH OF GUNS firing semi-random tracers into the sky! That won’t tax resources at all!)

Then how about you wait and see how they develop before you just go “Meh, gimmicks, game ruined unless they’re done away with”. If we’re gonna start judging a game’s quality due to an extremely early alpha build…I mean really?

I’m just as skeptical as anyone else, but I’m not gonna go and say they’re already worthless gimmicks that should be done away with for a game that to be quite honest, we barely know anything about.